13,322 Commits over 2,892 Days - 0.19cph!
Reapply PlayerLoot change
Merge from main (doing this on a branch as there were some tricky conflicts, will likely need manual fixes)
Merge from world_update_2
Rebuild divesite E after the directory changes in
104327 broke most of the models
Added junkpile mounds to bridge the gap between the geometry and terrain
Convert junkpile_base to meshlod
Add some junkpile_base meshes to divesite D and F to hide the gaps between the rock meshes and the terrain
Switch divesite D and F to JunkpileWaterSpawners for their crates, fixes crates getting orphaned when a dive site is retired or go through a save/load
Split the buoy section of divesites into a new child entity that bobs up and down on the server and uses SyncPosition
Solves mismatching colliders on the client causing flyhack and raycast issues
Only animates on the server if a player is within 128m
Added a slight rotation over time
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Fixed not being able to mount or unmount submarine at dive site D (incorrect trigger layer)
Merge from elevator_parenting_collision_improvements
Fix Scene2Scene process running HLOD generation 3 times when generating prefabs and scenes
Only run the first bake, subsequent HLODBounds generation calls will use cached mesh and materials (still runs everything else)
Needs to be implemented when calling the S2P generation methods (see HLODBounds.ResetMultiBake in SceneToPrefab
Merge from world_update_2
Rework UnwrapBakers final asset output process to update and resave assets instead of deleting and recreating assets
Fixes Scene2Scene workflow missing HLOD meshes because subsequent runs would delete the assets, losing their connection
Increase bounds padding on elevator lift
Scaffolding mesh collider is disabled while an elevator is in motion to prevent players clipping into them and getting dismounted
Merge from world_update_2
Halve the HLOD distance of both harbors
Added mission points to divesite D, E, F so diving missions work
Set static planter wetness client side to full, might solve some flickering issues
Fixed extra material pass on small planter, both player placed and static versions
Merge from fog_motion_fix
Replaced a frequent vis check on FogMachine with a trigger volume when motion sensor mode is active, should result in no performance cost at all if no players are nearby
Reduced the frequency from twice a second to once every 1s-1.5s
Merge from world_update_2
Reverted accidental Procedural Map scene change
Merge from world_update_2
Fixed incorrect building grade lookup in creative mode (need to check skin id as well)
Hooked up water well NPC avatar
Merge from elevator_ShouldNetworkTo_fix
Merge from team_ids_run_from_server
Revert fix in
104383, instead don't check the parents ShouldNetworkTo if the entity returns false from ShouldInheritNetworkGroup
Merge from world_update_2
Post merge compile fixes, manifest
Added a new Canyon NetworkGroupType to EnvironmentVolume, train layer thresholds are now set based on the lowest one of these in the world rather than the ceiling of the train tunnel volume
Setup placeholder PrefabInformation for water well NPC
Using heavy scientist avatar for now
Slight layout tweaks to Item info panel to better fit a longer NPC name
Fixed water well NPC's not appearing properly on the hunting trophy
Fixed plants spawning in water well planters losing their 100% condition on server load
Merge from world_update_2
Merge from elevator_parenting_collision_improvements
Add an IgnoreParentEntityColliders option to TriggerParentElevator, prevents players from getting unparented from an elevator when they collide with a collider on the elevator
Also has special handling to ignore collisions with the corresponding client/server entity when in the editor
Static planters code cleanup, use PrefabAttributes and remove the id lookup as it won't work through a save/load
Fixed planters being able to plant more than one plant in a slot after a server restart
Increase spawn check timing to 4 minutes (was 30s)
Rebuild manifest
Unsaved food cache loot change